Difference between revisions of "Pikmin area generator file/File format"
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+ | There is one exception to the format. If the object type is full of zero bytes then the object has no object-specific data and no version string and the data skips right to area and spawn type data. | ||
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Revision as of 18:39, 30 December 2017
This page describes the format of the object generator files in Pikmin. These files have the file ending .gen
. Generators handle the spawning of objects, such as pellets or enemies, in the levels. Each such object is spawned by a generator.
Offset | Type | Description |
---|---|---|
0x0 | char[4] | a 4 byte string saying v1.0, presumably the version of the format or the version of the file |
0x4 | float | unknown[unsure] |
0x8 | float | unknown[unsure] |
0xC | float | unknown[unsure] |
0x10 | float | unknown[unsure] |
0x14 | uint32 | an unsigned integer specifying the amount of generators in the file |
Directly after the integer specifying the amount of generators follow the generators themselves. The format of each generator is explained in the following table.
Offset | Type | Description |
---|---|---|
0x0 | char[4] | Four spaces, presumably the name of the generator base that is used in all object types |
0x4 | char[4] | version string, usually v0.0 |
0x8 | uint32 | unknown[unsure] |
0xC | uint32 | unknown[unsure] |
0x10 | uint8[32] | 32 bytes of data. unknown[unsure] |
0x30 | float[3] | XYZ position of object |
0x3C | float[3] | unknown[unsure] |
0x48 | char[4] | 4 byte string specifying the type of the object. Type name is reversed |
0x4C | char[4]/uint32 | version string. For Teki, this is a little endian integer with unknown purposes. For bosses it can be a version string or a little endian integer. |
0x50 | uint8[...] | Variable amount of data depending on type of object |
There is one exception to the format. If the object type is full of zero bytes then the object has no object-specific data and no version string and the data skips right to area and spawn type data.
Object name | Description |
---|---|
piki | Pikmin |
debg | Debug object unknown[unsure] |
item | Item |
pelt | Pellet |
work | Work object unknown[unsure] |
plnt | Plant |
mpar | Map Parts |
teki | Enemies |
boss | Boss |
mobj | Map object |
navi | unknown[unsure] |
actr | Actor unknown[unsure] |
Data formats for each object type. Offsets are relative to the end of the general generator data, see above for the generator format.
Offset | Type | Description |
---|---|---|
0x00 | uint32 | String length (in the following offsets the string length will be "n") |
0x04 | string | Name of object |
0x04+n | uint8[32] | 32 bytes of data |
0x24+n | uint8[32] | 32 bytes of data |
Todo: other objects
Parameters: Objects have a list of parameters starting after the object specific data. Each parameter name is three characters (e.g. p00, p01, ...) followed by one byte that seems to have the size of the parameter value, usually 4. After each parameter name comes a 4 byte integer which is the value of the parameter. The end of the parameter list is signaled by the value 0xFFFFFFFF (-1 as a signed 32 bit integer).
Area info: After the object parameters comes the area data. There's two types of area: "pint" (Point Area) and "circ" (Circle Area). The area type is followed by a 4 byte string stating a version, always v0.0. After the version come three floats (Maybe XYZ offset? unsure[unsure]). Areas can have parameters, see above for the parameter format. Point areas are more likely to have no parameters (their parameter list ends instantly with -1 as a signed integer), circle areas are more likely to have one parameter (Maybe radius? unsure[unsure]).
Type info: After the area info comes type info which can be one of "1one", "aton" or "irnd", with 1one being type One, aton being type At Once and irnd being type Init Rand (probably random unsure[unsure]). The 4 byte string is followed by a version, always v0.0. The type info has no specific data but it does have parameters, see above for the parameter format.